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authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /src/rendering/shader.cpp
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/rendering/shader.cpp')
-rw-r--r--src/rendering/shader.cpp84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/rendering/shader.cpp b/src/rendering/shader.cpp
new file mode 100644
index 0000000..167b855
--- /dev/null
+++ b/src/rendering/shader.cpp
@@ -0,0 +1,84 @@
+#include "shader.h"
+#include "renderer.h"
+
+#include "platform/opengl/opengl_shader.h"
+#include "platform/vulkan/vulkan_shader.h"
+
+namespace Donut
+{
+ auto Shader::create(const std::string& filepath) -> Shader*
+ {
+ switch (Renderer::get_api())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(filepath);
+ case RendererAPI::API::Vulkan:
+ return new VulkanShader(filepath);
+ default:
+ return nullptr;
+ }
+ }
+
+ auto Shader::create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*
+ {
+ switch (Renderer::get_api())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(name, vertex_src, fragment_src);
+ case RendererAPI::API::Vulkan:
+ return new VulkanShader(name, vertex_src, fragment_src);
+ default:
+ return nullptr;
+ }
+ }
+
+ auto Shader::create_compute(const std::string& name, const std::string& compute_src) -> Shader*
+ {
+ switch (Renderer::get_api())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(name, compute_src);
+ case RendererAPI::API::Vulkan:
+ return new VulkanShader(name, compute_src);
+ default:
+ return nullptr;
+ }
+ }
+
+ auto ShaderLibrary::add(const Ref<Shader>& shader) -> void
+ {
+ auto& name = shader->get_name();
+ add(name, shader);
+ }
+
+ auto ShaderLibrary::add(const std::string& name, const Ref<Shader>& shader) -> void
+ {
+ m_shaders[name] = shader;
+ }
+
+ auto ShaderLibrary::load(const std::string& filepath) -> Ref<Shader>
+ {
+ auto shader = Ref<Shader>(Shader::create(filepath));
+ add(shader);
+ return shader;
+ }
+
+ auto ShaderLibrary::load(const std::string& name, const std::string& filepath) -> Ref<Shader>
+ {
+ auto shader = Ref<Shader>(Shader::create(filepath));
+ add(name, shader);
+ return shader;
+ }
+
+ auto ShaderLibrary::Get(const std::string& name) -> Ref<Shader>
+ {
+ if (exists(name))
+ return m_shaders[name];
+ return nullptr;
+ }
+
+ auto ShaderLibrary::exists(const std::string& name) const -> bool
+ {
+ return m_shaders.find(name) != m_shaders.end();
+ }
+};